Make Camera::updateViewingRange more snappy in following the min/max settings

This commit is contained in:
Perttu Ahola 2012-03-10 18:03:40 +02:00
parent d74659254b
commit 4547ace59a

@ -367,6 +367,16 @@ void Camera::updateViewingRange(f32 frametime_in)
f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
// Immediately apply hard limits
if(m_draw_control.wanted_range < viewing_range_min)
m_draw_control.wanted_range = viewing_range_min;
if(m_draw_control.wanted_range > viewing_range_max)
m_draw_control.wanted_range = viewing_range_max;
// Just so big a value that everything rendered is visible
// Some more allowance than viewing_range_max * BS because of active objects etc.
m_cameranode->setFarValue(viewing_range_max * BS * 10);
f32 wanted_fps = g_settings->getFloat("wanted_fps");
wanted_fps = MYMAX(wanted_fps, 1.0);
f32 wanted_frametime = 1.0 / wanted_fps;
@ -458,11 +468,6 @@ void Camera::updateViewingRange(f32 frametime_in)
m_range_old = new_range;
m_frametime_old = frametime;
// Just so big a value that everything rendered is visible
// Some more allowance than viewing_range_max * BS because of active objects etc.
m_cameranode->setFarValue(viewing_range_max * BS * 10);
}
void Camera::setDigging(s32 button)